smrendererv3/SMCode/SM.OGL/Mesh/VBO.cs

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6.2 KiB
C#

#region usings
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Mesh
{
/// <summary>
/// Represents a Vertex Buffer Object used for meshes.
/// </summary>
public class VBO : List<float>
{
/// <summary>
/// Specifies the expected usage pattern of the data store.
/// </summary>
public BufferUsageHint BufferUsageHint;
/// <summary>
/// Normalise floats?
/// </summary>
public bool Normalised;
/// <summary>
/// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of
/// the buffer currently bound to the GL_ARRAY_BUFFER target.
/// </summary>
public int PointerOffset;
/// <summary>
/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
/// </summary>
public int PointerSize;
/// <summary>
/// Specifies the byte offset between consecutive generic vertex attributes.
/// </summary>
public int PointerStride;
public bool Active = true;
/// <summary>
/// Specifies the data type of each component in the array.
/// </summary>
public VertexAttribPointerType PointerType;
/// <summary>
/// Generates a VBO for inserting mesh data.
/// </summary>
/// <param name="bufferUsageHint">
/// Specifies the expected usage pattern of the data store.
/// <para>Default: StaticDraw</para>
/// </param>
/// <param name="pointerType">
/// Specifies the data type of each component in the array.
/// <para>Default: Float</para>
/// </param>
/// <param name="pointerSize">
/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
/// <para>Default: 3</para>
/// </param>
/// <param name="pointerStride">
/// Specifies the byte offset between consecutive generic vertex attributes.
/// <para>Default: 0</para>
/// </param>
/// <param name="pointerOffset">
/// Specifies a offset of the first component of the first generic vertex attribute in the
/// array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER target.
/// <para>Default: 0</para>
/// </param>
/// <param name="normalised">
/// Normalise floats?
/// <para>Default: false</para>
/// </param>
public VBO(BufferUsageHint bufferUsageHint = BufferUsageHint.StaticDraw,
VertexAttribPointerType pointerType = VertexAttribPointerType.Float, int pointerSize = 3,
int pointerStride = 0, int pointerOffset = 0, bool normalised = false)
{
BufferUsageHint = bufferUsageHint;
PointerType = pointerType;
PointerSize = pointerSize;
PointerStride = pointerStride;
PointerOffset = pointerOffset;
Normalised = normalised;
}
/// <summary>
/// Adds two values to the VBO.
/// </summary>
public void Add(float x, float y)
{
AddRange(new[] {x, y});
}
/// <summary>
/// Adds three values to the VBO.
/// </summary>
public void Add(float x, float y, float z)
{
AddRange(new[] {x, y, z});
}
/// <summary>
/// Adds four values to the VBO.
/// </summary>
public void Add(float x, float y, float z, float w)
{
AddRange(new[] {x, y, z, w});
}
/// <summary>
/// Adds a Vector2.
/// </summary>
public void Add(Vector2 vector)
{
Add(vector.X, vector.Y);
}
/// <summary>
/// Adds a Vector2 and a value.
/// </summary>
public void Add(Vector2 vector, float z)
{
Add(vector.X, vector.Y, z);
}
/// <summary>
/// Adds a Vector2 and two values.
/// </summary>
public void Add(Vector2 vector, float z, float w)
{
Add(vector.X, vector.Y, z, w);
}
public void Add(params Vector2[] vectors)
{
foreach (Vector2 vector in vectors)
{
Add(vector);
}
}
/// <summary>
/// Adds a Vector3.
/// </summary>
public void Add(Vector3 vector)
{
Add(vector.X, vector.Y, vector.Z);
}
/// <summary>
/// Adds a Vector3 and a value.
/// </summary>
public void Add(Vector3 vector, float w)
{
Add(vector.X, vector.Y, vector.Z, w);
}
public void Add(params Vector3[] vectors)
{
foreach (Vector3 vector in vectors)
{
Add(vector);
}
}
/// <summary>
/// Adds a vector4.
/// </summary>
/// <param name="vector"></param>
public void Add(Vector4 vector)
{
Add(vector.X, vector.Y, vector.Z, vector.W);
}
/// <summary>
/// Adds a color.
/// </summary>
public void Add(Color4 color)
{
Add(color.R, color.G, color.B, color.A);
}
/// <summary>
/// Binds the buffer to the active VAO.
/// </summary>
/// <param name="attribID">The id for the attribute.</param>
internal void BindBuffer(int attribID)
{
if (!Active) return;
var data = ToArray();
var buffer = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
GL.VertexAttribPointer(attribID, PointerSize, PointerType, Normalised, PointerStride, PointerOffset);
GL.EnableVertexAttribArray(attribID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
}
}